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Post-Kaladesh Grixis Control

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With no SCG events to analyze, and the next Modern Grand Prix in Dallas still almost a month away, I’m left with a “free” topic of sorts this week. Unchained of the duty of analyzing set impact, as Kaladesh appears to be making only a minor impression in Modern, the sky’s the limit as to what I can talk about! While I must admit I’m feeling the urge to discuss our current political landscape, how exactly the Tampa Bay Buccaneers are going to clinch the division, and the proper way to cook excellent Kraft Mac & Cheese, luckily my standing-order Modern topic restriction is keeping all these thoughts at bay.

creeping-tar-pit-cropped

That being said, I’m going back to my roots. Grixis Control has been absent from the top tables for weeks now, and for me, that has to be the most depressing thing I’ve heard since Nickelback’s All The Right Reasons album. It’s about time we took a fresh look at the archetype, so this week I’ll be highlighting my process for creating my latest list. For those not interested in Grixis Control, I’ll be using general deckbuilding advice and metagame information to frame my decisions every step of the way, so stick around! Let’s get to it.

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Framing the Narrative

By sleeving up Grixis Control, we’re already making a statement about our assumptions on where the metagame is at currently. Traditionally, Grixis Control has fared well in concentrated metagames where the enemies are known and few. Additionally, our color identity supports a strategy focused on card advantage and reactive elements, as we boast some of the best card draw and removal in the format. While we’re treading dangerously close to a generalization, for the most part Grixis Control plays best when we have a bunch of creature decks and spell-based combo archetypes to beat up on.

So, that being said, what does the current Modern landscape look like? While Nexus has metagame info for August, for this article I’m going to look at MTGGoldfish’s metagame page. Their info is much more current, and for the next couple weeks until GP Dallas most of the Modern events will be taking place online. Keep in mind all these data reflect MTGO results specifically---the paper metagame may present any number of differences. So my conclusions should be seen as applying specifically to the online context.

DeckPercentage of Metagame
Affinity9%
Infect6.7%
Jund6.3%
Burn6.2%
Bant Eldrazi6%
Dredge4.8%
Titan Shift4%
Abzan3.3%
Death's Shadow Zoo2.5%

Looking at this information at a general level, we can see a distinct top tier of five decks, followed by a gradual decrease in representation among those outside the top tier. While the top five decks only own around 35% of the overall share of the metagame, these are still the "best" decks in the format as far as representation is concerned. We should plan on having a solid matchup against each of these (or at least a plan) if we hope to do well. It’s important to keep in mind that even if we build a "metagame deck" that crushes the top decks in the format, we still have to expect to run into random pairings about 65% of the time. By acknowledging this characteristic in our deckbuilding process we can potentially avoid some classic pitfalls, including situational answers like Dispel, or maindeck Blood Moon in a format where it only hurts a handful of strategies.

ArchetypeMetagame Percentage Among Top Decks
Linear Aggro25%
Combo9%
Midrange12%

Another way to look at this information is to combine like archetypes into macro-categories, which can give us another angle of analysis when looking at the format as a whole. While there are some inherent inaccuracies with this strategy, like the fact that Infect and Burn could could be classified as either combo or aggro, for the most part they help in communicating some overarching characteristics of the format that we can use to influence further decisions.

Cryptic CommandAs we’ve talked about for the past couple weeks, Modern is currently at a point on the interactivity spectrum many call goldfishy. To define this unhelpful caricature of a term, goldfishy basically describes a general approach to the format many archetypes employ, where they abandon most forms of interaction except for the bare minimum in an attempt to increase the speed and consistency of their own strategies. Living End and Ad Nauseam are two clear examples of this strategy in practice, but even decks that toe the line like Scapeshift can move further down this spectrum by cutting back on removal and upping their threat and ramp count.

For us, this suggests that to combat the general conditions of the format, we should plan to be a bit faster and more disruptive than Grixis Control strategies of the past. Cryptic Command is an excellent spell, but in a format where Splinter Twin and control strategies have been replaced by Dredge and Affinity, it’s not really where we want to be. Taking this one step further, the plethora of one-cost creatures in the format has me really considering Terminate. Long considered an automatic four-of in every black-red list, Terminate just doesn’t excite me against Goblin Guide, Glistener Elf, and Signal Pest.

The Current List

That being said, here’s my test list for Grixis Control 2.0.

Post-Kaladesh Grixis Control, by Trevor Holmes

Creatures

4 Snapcaster Mage
3 Tasigur, the Golden Fang
2 Gurmag Angler
2 Vendilion Clique
2 Jace, Vryn's Prodigy

Instants

4 Thought Scour
4 Kolaghan's Command
4 Lightning Bolt
2 Terminate
2 Remand

Sorceries

3 Inquisition of Kozilek
4 Serum Visions
1 Anger of the Gods
1 Pillar of Flame

Lands

1 Darkslick Shores
2 Spirebluff Canal
1 Blackcleave Cliffs
2 Creeping Tar Pit
4 Scalding Tarn
3 Polluted Delta
2 Bloodstained Mire
2 Steam Vents
1 Watery Grave
2 Island
1 Mountain
1 Swamp

Sideboard

3 Dispel
2 Thoughtseize
1 Inquisition of Kozilek
1 Anger of the Gods
2 Yixlid Jailer
1 Terminate
1 Grim Lavamancer
1 Slaughter Games
1 Damnation
2 Negate

The maindeck will look pretty different to anyone familiar with Grixis Control’s evolution over the past 18 months, since Patrick Chapin first put the archetype on the map with his finish at GP Charlotte in 2015. While most of the cards might look the same, even changing around a few numbers and pairing up a couple different spells can completely change the identity of the list. I won’t break things down card by card, as most of the reasons for these spells’ inclusions are pretty self-explanatory, but I will highlight my thinking in a few areas as it relates to specific choices.

Updating the Answer Suite

As we said earlier, Terminate isn’t really where I want to be against a bunch of free/cheap creatures. Most of the top decks have creatures that either cost less than what we’re spending to kill it, or work to nullify our advantage in some other way (Bloodghast, Kitchen Finks). TerminateTerminate is still the best option for us to just kill a creature, no questions asked, so I don’t think it can be cut entirely at this point, and probably never will be as long as Tarmogoyf remains in the format. For now, I’m playing two in the maindeck, and a third in the board.

In its place, I’m much more excited to be casting spells like Anger of the Gods and Pillar of Flame. A fifth Lightning Bolt is exactly what I want against most of the cheap creatures in the format, and the ability to handle both halves of a Kitchen Finks or Voice of Resurgence with one card shores up a big weakness of this deck. It’s well known by now that one of the best ways to fight through removal-heavy decks is with creatures that punish our one-for-one removal, and besides creatures like Thrun, the Last Troll that blank removal entirely, playing threats like Kitchen Finks and Fulminator Mage is a common strategy against us.

Anger of the Gods’ strength in the format is one of the primary reasons why I’m considering Grixis Control in the first place. Affinity, Infect, Dredge, Suicide Zoo, Merfolk, and even some Burn draws are answered pretty handily by just one Anger of the Gods---and with Dredge picking back up in popularity, some maindeck hate for that matchup is very welcome. Anger of the Gods has always been a great spell for Grixis Control, but the 1RR cost has been awkward enough to encourage Grixis Control players not to stretch their mana bases to play it. RemandWith Spirebluff Canal giving us a potential second source of red early without necessitating a fetch-shock play, casting Anger of the Gods just got a whole lot easier.

The lack of counterspells in this list (besides two Remand) is an indicator that countering things is not where I want to be in the format. When half of the metagame is made up of linear aggro, Mana Leak looks downright horrible, and Remand not much better. Still, other strategies in the format exist, and the ability to generally answer a wide variety of threats is useful, especially in Game 1s when we don’t know what we’ll be facing. Sure, Remand is going to get boarded out in a lot of matchups, but the ability to buy time on an opposing Liliana of the Veil (for example) so we can untap and Snapcaster-Inquisition it away can be lifesaving, especially considering we’re no longer playing Dreadbore.

Delving Again

Another big move in this list is my reembracing of delve creatures, and with them a return to Thought Scour. Thought Scour’s demise has been attributed to the rise of Ancestral Vision in Modern, but really most Grixis players cut Scour when they started moving away from delve creatures towards grindy threats like Pia and Kiran Nalaar and Kalitas, Traitor of Ghet. While both of those threats have their merit, for me I’ve never found them to be worth the mana investment, much like Goblin Dark-Dwellers.

While it’s true that there were games we were running low on resources and topdecking one of these threats put us back in the driver's seat or saved us from a losing board, most of the time they just rotted in our hand while we dug desperately for as much cheap interaction as we could find. Goblin Dark-DwellersThere is a line between too much cheap interaction and going too "over the top" with flashy card advantage spells, but luckily our built-in Snapcaster Mage/Kolaghan's Command engine lets us load up on cheap reactive spells without the risk of burning out too quickly.

Maxed Out on K-Command

Speaking of Kolaghan's Command, the time has never been better to play the full playset. Jund is just now returning to the stage, based in large part on the format’s growing weakness to discard that came about from its absence. A full playset of Kolaghan's Command is excellent for that matchup, and solid against most of the other top decks. When paired with Inquisition of Kozilek, the untargeted discard effect gets much stronger, especially when we can follow it up with Snapcaster Mage the turn later. Affinity is the most popular deck in the format right now, and stacking our maindeck to fight that matchup will let us win more Game 1s (against a deck with the highest Game 1 percentage in Magic) and tweak our sideboard to help fight other matchups. I’m happy to be casting Kolaghan's Command against every deck in the format, provided I have enough cheap removal that the three-mana investment doesn’t feel too clunky. In this list, Kolaghan's Command is our true top end.

The Role of Jace

Jace, Vryn's Prodigy is a pet card of mine, but his strength has admittedly waned in recent months. On one hand, we are not excited to cast a two-mana 0/2 against most of the aggressive strategies in the format. On the other hand, when he flips (which is fairly often, and more than detractors would like to admit) his effect on the game can be huge. He gains us pseudo-life (in a strategy with few options for lifegain) and rebuys our best spell for the situation: another Anger of the Gods against aggro, another Inquisition of Kozilek against combo. Jace ProdigyJace, Vryn's Prodigy gives us built-in resilience to what I call the “Jund Effect”; the possibility of drawing the wrong half of our reactive elements against the wrong opponent. Jace, Vryn's Prodigy can be our second Lightning Bolt, second discard spell, or second cantrip, while providing a variable effect and increasing consistency---all in one card.

I probably wouldn’t be playing Jace, Vryn's Prodigy if I didn’t intend to play Vendilion Clique. Clique is another card I haven't been fond of in the past, but even my bias isn’t strong enough to deny how powerful Clique is in this list currently. When our plan is to present a quick clock to pressure our opponent while we disrupt their gameplan, Vendilion Clique is exactly where I want to be. A couple hits from Clique make incidental damage from Lightning Bolts and Kolaghan's Command much scarier, and make Tasigur, the Golden Fang and Gurmag Angler into stronger threats as well. When we only have to do 12-14 damage with our delve creature compared to 20 thanks to a couple hits from Clique, we can "burn" our opponent out from seemingly safe situations much faster. Even in the worst-case scenarios where Clique can’t grab anything of value or gets killed immediately, we were still able to clear out one removal spell that could have targeted Jace or Tasigur instead.

The Sideboard

As for the sideboard, I will admit that the numbers are rough and will end up being tweaked a bit, but I have a pretty good idea about which spells I want to include. First, Yixlid Jailer is a great option for Dredge should we want it, and is much better than Leyline of the Void as far as contributing to our Plan A goes. I haven’t run across the scenario yet, but I’m interested to see if I’ll have room for this post-board against Burn and similar matchups as just another guy that can attack and block. DispelMore copies of Anger of the Gods and Terminate are here for when those are good, and all-star Dispel is of course present as the whole reason I want to be blue in the first place (besides Snapcaster Mage). I’ve spoken on this before, but putting our opponent in the squeeze by forcing them to dilute their strategy by keeping in removal for our Gurmag Angler, all the while playing right into our discard and Dispel, is exactly what I want to be doing with this archetype.

It remains to be seen whether I want counterspells in the board for some of the combo and control matchups I’m likely to face here and there, or if Thoughtseize solves those issues cleanly. Once I’m able to do some serious testing I’ll be able to answer some nagging questions more confidently. For one, I'm wondering whether Grim Lavamancer is overkill, or a surprise workhouse, for what I’m trying to do. For two, I'm deciding whether to move back towards a Blood Moon manabase of my own, or possibly play Fulminator Mage/Stone Rain instead.

Solving Problems

Hopefully this article gave some insight into my thought process for how I go about putting together a list to solve a specific problem or constraint. Grixis Control is a pet deck of mine that I admittedly harbor a bias for, but that doesn’t necessarily mean I’m incorrect in assuming the time is right for a well-built Grixis list to do well. For those who aren’t interested in Grixis Control, I hope I was able to communicate my thought process in such a way that you could take my analysis of the format conditions as a separate entity and apply them to your own deck of choice! Let me know what you think in the comments below, and I’ll see you next week!

Trevor Holmes

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Stock Watch- Metallurgic Summonings

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While I've had some sweats against Electrostatic Pummeler decks on MTGO, I've handily defeated all of my foes on Metallurgic Summonings. Even still, the SaffronOlive effect is causing a spike in the five mana enchantment.

There was an error retrieving a chart for Metallurgic Summonings

While I do think there is merit to both Dynavolt Tower and Torrential Gearhulk in creature-light decks, I'm convinced that Metallurgic Summonings should only be played in small numbers, if at all. The Gearhulk decks are already quite capable of taking over games without having to play a five mana spell that does nothing the turn you cast it, and as such including the card in your deck strikes me as a significant liability.

At the current $8 price tag, I would be enticed to sell into the hype. It wouldn't be the worst move to dig for cheaper copies to try and move, though I firmly believe the card is currently over-hyped for Standard play. Metallurgic Summonings is not a card that I expect to have a stellar Pro Tour weekend.

Insider: Margins

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To be perfectly honest, it's been a slow week. Even my colleague Sigmund Ausfresser decided to avoid Magic finance and throw a unique twist on his article, which I really enjoyed.  While my article topics aren't usually time-sensitive, it feels like the eye of the hurricane before Pro Tour Kaladesh throws a bunch of cards up and down. I was drumming my hands against the keyboard for about an hour before I figured out what I want to write about:

Let's talk about profit margins.

The term and associated percentages are thrown around a lot; we use it when deciding what to buy, checking our finance spreadsheets on how well we did this month and when cashing out from Magic entirely. What cards are going to have the best margins? What prices do I buy cards at when I'm acting as a personal buylist? What margins do I make when selling on TCGplayer? I'm here to answer these questions, and maybe even take a bit of a step back from bulk for today.

There was an error retrieving a chart for Knowledge and Power

The "Double-Up"

If you've been listening to Brainstorm Brewery for a while now, one of the core concepts that they've instilled is that you should be confident that your spec will "double up" for you to make any money. This is a drastic shift from real-world markets, where smaller profit margins are universally accepted and worked within. For example, gas stations in New York only make around $.10 on a $9.00 pack of cigarettes.  Margins on gasoline are even thinner, or nonexistent. Stockbrokers are ecstatic to see a 100% increase in something.

Unfortunately, our industry is a bit different. While Magic financiers often like to think of ourselves as the third-party middle man between "person selling Magic cards" and "people buying Magic cards to play with," we're far from that. There are often hidden costs to purchasing cards (taxes, fees, shipping), and we all know about the percentages we can lose on selling cards (again; taxes, fees, shipping).

There was an error retrieving a chart for Hidden Predators

When Jason, Corbin, Marcel, and Ryan would suggest the possibility of doubling up on a spec, you often weren't really turning $5 into $10. You were turning $5 into $7.50 after stamps, selling fees, taxes, and shipping materials. When you buylist, there's also the usual costs of the store knocking you down based on condition.

Sometimes, the hardest cards to make good margins on are in the $1 to $4 range. The "not quite bulk, but might not be worth listing on TCGplayer because of the flat fee system" cards. When you sell a card on TCGplayer, there's a flat 50-cent fee per transaction in addition to the 10.5% fee on the card itself. This can make it awkward to list cards like Boros Charm, Etched Champion, Terminate.... you get the drill. If you bought these types of cards at retail for the purposes of playing with them, it can be disheartening only getting back 50% of your initial cost. When you buy a collection (or even just a pile of singles from someone who needs an immediate buylist), I think the expectation of a lot of players is to get a flat 50% back minimum, with even stronger margins on Modern and Legacy staples. While those might be numbers that Card Kingdom can afford to pay on absolutely minty cards, it doesn't really make a lot of sense for us to pay a flat 50% on the smaller stuff. This can sometimes be a bit rough to explain to people when they think that you're gonna make a 400% profit on their $1 Temple of Plenty, but it's just not realistic for us to pay that much.

There was an error retrieving a chart for Dreadbore

Near-Bulk Margins

For this reason, I generally only offer 15 to 25 cents on cards that will end up getting thrown in my dollar box. Sometimes I'll get lucky and hit that double-up after fees and bulk purchases (sure, I'll give you 10% off if you want to buy 20 dollar rares from me), but more often than not those cards sit in the dollar box until I end up outing them at a Grand Prix for 30 to 45 cents each. If you're thinking about starting up as your area's buylist, don't overpay on the near-bulk stuff just because the 50% rule has become so commonplace.

If I list an Etched Champion on TCGplayer for $2.99 (with free shipping, of course), we can see exactly how much I lose to the fees: 50 cents to the flat fee, and around 33 to the 10.5%. Add in another 53 cents for the stamp, envelope, paper, ink, top loader—we're looking at only getting $1.63 in our bank account for that sale. Yikes. If we were ChannelFireball, we could charge $3.49 and make back some of those margins.

I'm fortunate to have a display case set up where I can have a "$3 box" and just throw all my Etched Champions into it, then give the store its 10% cut. I've written about that method before, and I still think it's the best-case scenario for those looking to take their MTG finance to the next level. Even then, it helps to add a "If you buy five, get one free!" tag to help increase sales. For everyone else, TCGplayer and buylists (preferably in person at a Grand Prix) will be your best bet when it comes to these lower-valued cards.

"But DJ! I don't want to make $1.63 when I sell my Etched Champion!"Well, sometimes you have to. While Card Kingdom is paying $2 right now on that very card, it doesn't really end up being $2 by the time they get the cards. If you're trying to maximize efficiency and ship a bunch of cards to Card Kingdom at once, then you'll be paying a decent chunk in postage by boxing up several hundred cards and weighing them at the post office while shipping with tracking. In addition to that, the $1.63 from TCGplayer scales upward if you sell more cards in a single transaction, which encourages listing a whole ton of cards on the site at once. Selling a whole playset of Champs at $2.99 earns you $9.68 after fees and shipping, which is more than the $8 you would have gotten buylisting to Card Kingdom. You're still not making that 100% profit margin, but profit is profit.

There was an error retrieving a chart for Etched Champion

End Step

When it comes to those negative feelings about shipping out at 50% of retail, we're lucky when it comes to hobby prices. I know that Magic and Wizards in general get a lot of hate for this game being expensive, but we're privileged in that our game has an incredibly strong margin when it comes to the concept of "I'm done with this game and want to make my money back."

If you have other hobbies in addition to Magic, you know what I'm referring to. Do you play a sport? How much can you get on Craigslist for that old equipment that you've worn out or outgrown? Paintball? The cost of entry is incredibly high, and the amount you get out of it when you're done is nowhere near close to the percentage you get from Magic.

If you by into MTG singles at full retail for your Modern deck, it's absolutely possible to get 80% of your value back if you take good care of your cards and sell through the correct outs.

What about video games? Digital games like League of Legends and Hearthstone are money pits that you can't recoup value from at all, and console games are really the only thing that can sometimes come close to our market when you want to Restore Balance to your bank account. The yearly Call of Duty game will rotate out like your Standard cards, and only the true collectors titles like Pokémon and Fire Emblem retain value in the long term.

This doesn't really have an overarching lesson or anything, it's just a note on perspective. Magic players complain a lot about the price of the game, but other hobbyists who play Warhammer 40 would kill for our ability to liquidate at a high margin. Something to think about.

Insider: Kaladesh Standard Testing and Finance

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After last week’s article about Standard and what we need to do about the looming Smuggler's Copter threat, I decided to start the gears grinding with some testing. I posited a couple theories last week, and I put them into action during this one. To summarize, last week I stated that the best ways to interact with Copter is to play instant-speed removal, Nahiri, the Harbinger, and maybe even maindeck artifact removal. I utilized all three of these plans in the same deck.

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Last season I was working on Mardu Planeswalkers, but my development of the deck started very late in the season. Right after Eldritch Moon was released, I focused on breaking Bant Company as much as possible, because I had some big events on my schedule. Additionally, I couldn’t seem to get the numbers to work out for the Mardu deck. I loved the concept, but midrange decks like that follow different design schematics than the creature-centric decks I typically play. Toward the end of the season, once my tournament schedule calmed down, I had time to tinker around with the deck idea.

My basic premise for Mardu was that the virtual card advantage provided by the Oath cycle—like Oath of Liliana—was a powerful engine especially when combined with the potent planeswalkers that are legal in the format. We all know these ‘walkers are great, but no one has really tried to jam them all into the same deck.

My initial snag was with the card Deploy the Gatewatch. That card is like the planeswalker version of Collected Company, right? As it turns out, which you probably already knew, the answer is no. Unfortunately, Deploy is a long walk in the wrong direction away from Company. Because we are talking planeswalkers and not creatures, we are severely limited with which cards we can consider hits once we cast Deploy. If you already have Chandra, Flamecaller or Gideon, Ally of Zendikar, for example, you can replace the one you have with a fresh one, but that’s not nearly as powerful as adding another permanent to strengthen your board position. In short, the card never panned out.

There was an error retrieving a chart for Deploy the Gatewatch

Once I moved away from that deck constraint, I was able to focus more on the core concept of enabling the Oaths by casting powerful planeswalkers to clog up the board. Even my first version with this mindset was right on point. Although I found a slick angle on the format, I never had an opportunity to prove how great the deck was because the format rotated. My initial testing was just an FNM, but I didn’t just go undefeated at my shop—I didn’t even drop a game with the deck. It was just FNM, but sweeping every match in any tournament is no easy feat.

Now that we have a brand new format, I’ve started working on the deck once more. As it happens, the Mardu color combination fits like the right piece of puzzle that we’ve been looking for in Standard. Let’s take a look at the deck.

Mardu Planeswalkers

Creatures

3 Pia Nalaar
1 Archangel Avacyn
1 Linvala, the Preserver

Spells

1 Fragmentize
3 Blessed Alliance
2 Unlicensed Disintegration
3 Radiant Flames
3 Oath of Chandra
3 Oath of Gideon
3 Oath of Liliana
1 Liliana, the Last Hope
3 Gideon, Ally of Zendikar
3 Chandra, Torch of Defiance
4 Nahiri, the Harbinger
1 Ob Nixilis Reignited

Lands

4 Evolving Wilds
3 Inspiring Vantage
1 Needle Spires
4 Shambling Vent
3 Smoldering Marsh
4 Plains
3 Mountain
3 Swamp

Sideboard

3 Filigree Familiar
1 Archangel Avacyn
1 Combustible Gearhulk
1 Noxious Gearhulk
1 Fragmentize
3 Transgress the Mind
3 Ruinous Path
2 Painful Truths

Instant-speed and sorcery-speed removal to back it up—check. Nahiri, the Harbinger as a powerful way to deal with artifacts as well as being relevant against all board positions—check. It may only be one copy, but we do have a main deck Fragmentize, as well.

The rest of the deck is setup as a midrange, controlling strategy. You have a bunch of removal spells that also double as your engine. They aren’t the best to cast without targets, but there are plenty of times when you want to play an Oath on an open board. Each Oath does something great. Oath of Chandra is basically the same as Incendiary Flow but with bonus damage tacked onto the opponent later in the game. I love redirecting that damage to an opponent's planeswalkers, as well. The zombies from Oath of Liliana are extremely relevant blockers as well as attackers. Finally, Oath of Gideon has really impressed me in the deck. The two 1/1 tokens are relevant against aggressive strategies, and the boost your planewalkers get from the extra loyalty counter is immense. Usually the extra loyalty means they can ultimate and stay in play.

What you really want to hear about, though, is Chandra, Torch of Defiance.

There was an error retrieving a chart for Chandra, Torch of Defiance

As you know, her price has fallen dramatically so far, and it looks like she will continue the downward trend. While I’m writing this, her current price is $25, but I think she will eventually fall under $20. Even if Chandra starts seeing a lot of play, the supply generated from Inventions will hold her price down similar to her other-world self, Chandra, Flamecaller.

How has she been performing in testing? It’s hard to say how good she is on her own, because I always have her in play with some number of Oaths. That leads to better board positions for this particular deck but wouldn’t necessarily be so positive for any deck that can run her. For instance, it doesn’t really matter what mode you choose when you also get a 2/2 zombie.

Breaking Chandra, Torch of Defiance down, I’ve found that her card advantage +1 turns out to be "look for a removal spell or loot a land from the top of your deck and deal your opponent two damage." Either of those things are good, but when you only deal them damage, the +1 is not very powerful at all. I am left wishing it was worded the same as Chandra, Pyromaster’s zero ability. That way you could play lands and not just spells.

If we had the ability to make land drops from her +1, though, the mana +1 would be less relevant. Often, the second +1 allows my deck to play two spells on turn four, five, or six. On turn four, playing Chandra into her Oath is great. On turn five, playing Chandra and a removal spell is great. The same goes for turn six and two planeswalkers. I think the mana base needs some tweaking to support all lines, though, because sometimes the lands you have restricts which two spells you can play.

So far both her -3 and ultimate have been solid, as well. The four damage has been able to kill most threats I’ve faced, and the ultimate has been able to end the game once the emblem was in play. There are cases where those things didn’t happen, but most often the abilities have been good. Three loyalty is a lot to pay for this particular ability, but it gets the job done in a pinch.

Overall, Chandra, Torch of Defiance has been a solid card in this archetype. I think even without Oaths to support her, she should be decent in other decks as well, but she is not an all-star or format defining card like her four-ability, four-drop companion, Jace, the Mind Sculptor.

There was an error retrieving a chart for Liliana, the Last Hope

The first thing other players typically ask about are the numbers on black cards. Why is there only one copy each of Liliana, the Last Hope and Ob Nixilis Reignited? The main reason for these one-ofs is due to their strict color requirements. Black is a splash in this red-white deck, and we can’t afford many cards that are double black. I’ve used them both to great effect, but if there were more copies, they would be stranded in your hand most of the time.

There was an error retrieving a chart for Pia Nalaar

Pia Nalaar is the biggest question mark in the deck so far. I know that a creature slot is necessary, and Pia is a great threat because she comes with a Thopter buddy. I’m not certain, though, that Filigree Familiar isn’t a better creature to run in that slot. Previously I ran Hangarback Walker, and I loved that card because of its variable mana cost. Pia and the Familiar are both three-drops, and I’m not sure if that’s too much mana or not. I have not found a solid two-cost creature that possesses the right capabilities for this deck, however. One may be hiding out there, but as of now, it is yet to be found.

Playing the Games

As far as game play goes, Mardu Planeswalkers has had positive matchups against the aggressive Smuggler's Copter decks. Since those are the majority of the metagame, I have not tested a ton against other archetypes, but my limited testing proves viability against non-aggro decks, as well. So if you are looking for a non-vehicle alternative in the metagame, try Mardu Planeswalkers out and see how it fares for you.

I will say that this deck is complex to pilot, and there will be some adjustments you have to make in what you prioritize with your removal spells. Last season, you could basically just play your spells however you wanted and the virtual card advantage you generated would be enough to win most games. Now, the vehicle decks are so potent and filled with aggressive power that one wrong move could let the game slip out of your hands. All of the games are intense and interesting, but they are almost all winnable with the correct sequencing.

One of the biggest threats to this deck is Depala, Pilot Exemplar. This dwarf seems unfair against every deck, but if it gets to do anything other than go straight to the graveyard, a control deck has an uphill battle ahead of it. Often I see opponents set up turns where they can tap huge amounts of mana to get an effect similar to Collected Company. Depala actually reminds me of Ranger of Eos. Usually your opponent will be able to get two creatures or vehicles when they attack or crew one of their vehicles. A positive quality of Chandra, Torch of Defiance is that she is a clean answer to this potent, card-advantage-generating threat.

Kaladesh Prices

Lastly, along with Chandra, Torch of Defiance, my store lowered prices on tons of cards from Kaladesh. If you don’t need cards from this set yet, hold off on obtaining them, because they are still on their way to the bottom. They haven’t found their minimum just yet. Most of the more expensive cards in the set dropped at least a couple bucks, but there are a few that are on the rise.

I don’t know whether the Electrostatic Pummeler plus Metallurgic Summonings deck is a real contender, but the prices on those two cards skyrocketed this week. The other enabler cards like Aetherworks Marvel, Aetherflux Reservoir and Paradoxical Outcome all have potential sleeper target potential. For more info about these spec targets as well as others, Brian DeMars wrote up a great piece on this topic earlier in the week.

Finally, the fast lands have been selling really well, and obviously the red-white one has been hard to keep in stock due to the demand level of RW Vehicles. The set is selling well so far, but we will see what happens after the Pro Tour this weekend.

I’m excited about the Pro Tour, and hopefully we will have a lot to talk about next week once the event is in the books.

Until next time,
Unleash the Force!

Mike Lanigan
MtgJedi on Twitter

Modern Banlist Risks and Rewards

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Every three months a new set is released and people get really excited for Standard. Moderners get excited too, but not for the same reasons---each set release brings the possibility of an update to the Banned and Restricted list. Most of the time the entire article amounts to "no changes," but every once in a while there are some updates that really shake up the format. The last big one was the banning of Eye of Ugin, which caused a big upset in its price tag as well as others. For months, Modern card prices had been suppressed if they weren't part of the overly dominant Eldrazi menace. Then you have the run on Bloodbraid Elf that happens every three months because some Jund players believe that this is the time it will get unbanned. All in all, banned list changes, or the threat of them, can carry significant financial consequences.

birthing-pod-cropped

It's easy to look at a banning or unbanning after the fact and imagine how well off you would have been if you'd guessed correctly at the outcome. Why didn't I just buy some Bitterblossoms in the lead-up to their unbanning? Why didn't I sell off my foiled-out Pod deck when everyone knew it was oppressively powerful? And so on. In reality, managing the financial implications of owning (or speculating on) Modern cards is trickier than this. To account for the potential losses or gains that we can't predict with precision in advance, we have to consider the concepts of risk and reward.

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Speculating on Banned Cards

Speculating on banned cards is certainly the most glamorous thing to do. Buy a thousand copies of Bloodbraid Elf, it gets unbanned, and you're a millionaire, right? Probably not. There is a lot of risk associated with the banlist, and most of the time owning a card when it's unbanned isn't actually better than owning already-legal staples. There are a couple of cards where I think the risk is pretty low but the reward is probably equally low. Some other cards will never be considerations to be removed from the banlist.

Let's take a card-by-card look at what could happen if you buy banlist cards. Because people love grades, I will be grading each card in reference to each other. I don't have any hard-and-fast rules but they will all be relative to each other. Also, keep in mind that I'm not predicting what will or will not come off the banlist. I'm merely speculating at the likelihood, and evaluating the potential value of holding these cards when and if that happens.

Artifact Lands
The five colored artifact lands have been banned since the beginning of Modern and there is really no reason for that to ever change. Risk of them coming off the banlist is very low. They're all between $0.50 and $2 but because they're all commons it's really tied to the age of Mirrodin rather than demand for the cards. Ancient DenThese are the types of cards that could easily make it into a supplemental booster set like Eternal Masters or Conspiracy. The risk of a reprint rendering them basically worthless is high. Overall, I think this is a pretty poor place to put your money.

Grade: F

Birthing Pod
Birthing Pod has often been described as Dark Ritual stapled to Demonic Tutor for one mana and two life. All Phyrexian mana cards are likely a mistake and this one is probably not going to come off the banlist. Unless Wizards of the Coast decides on a rotating banlist I wouldn't put any money on Birthing Pod. It's currently $5.50 down from a peak of $18. Due to the fact that this was in an event deck, there are a lot of copies available and an unbanning wouldn't drive the price up enough to be worth the investment. Although the reprint risk is low and there is casual demand, I don't think this is a card you should invest in if you only play Modern.

Grade: D

Blazing Shoal
This card is very cheap and only printed in one set, Betrayers of Kamigawa. Although it was one of the first cards put on the banlist for Modern, I don't think it's destined to stay there. Blazing ShoalIt functions very similar to Become Immense, which continues to flourish. I think this is a fine card to buy if you would like to play with it, but if Become Immense gets banned I would throw in the towel. The reprint risk is pretty low (weird mechanic) and since they're only about $1.50 each right now I think they're a reasonable investment.

Grade: B

Bloodbraid Elf
Right now, the cheapest copy of Bloodbraid Elf is about $2.50. If this drops back to $1.50 again before the next Banned and Restricted Update (during the release of Aether Revolt) then it might just be free money to buy them. While I don't think it is the most likely to come off the banlist, people seem to think it will, which causes the price to rise right before the announcement every three months. The Elf is one of the more fair cards to be on the banlist and I think those are the types of cards most likely to eventually come off.

Grade: A

Chrome Mox, Hypergenesis, Rite of Flame, Seething Song, Eye of Ugin, Treasure Cruise, Dig Through Time, Summer Bloom, Dread Return
hypergenesisLumping all of these cards together for a failing grade might seem like it's a little weird but they all cheat the same way. Cards that do things for significantly less than they cost are very difficult to interact with. I think all of these cards will stay on the banlist as long as Modern exists. As such, they all receive an F grade because there is just no reason to buy them.

Grade: F

Cloudpost, Dark Depths
These are both lands that combo with other lands. Wizards doesn't really want you to have to play 4 Ghost Quarter in every deck to be competitive. Cloudpost does largely the same things as Urzatron but faster. Dark Depths is a very hard-to-beat combo with Thespian's Stage. I assume they don't want to have to ban Vesuva or Thespian's Stage in order to unban these cards that are fundamentally unfair. Either way I don't see a way these make it off the banlist right now, meaning they're a poor investment.

Grade: F

Deathrite Shaman
This card has been proven to be too good before, but maybe that could change? The powerful mana dork has just been reprinted and is at an all-time low. I wouldn't expect another reprint for a few more years and I think it's safe enough to come back at some time. Right now there isn't a compelling reason to bring it back so there is still risk. umezawas-jitteOverall I think this is a medium spec if you want to buy some. They're cheap, they should tick up slowly, and they'll explode if unbanned.

Grade: C

Glimpse of Nature, Umezawa's Jitte, Skullclamp, Mental Misstep
Two of these three cards are Legacy all-stars. The other two are banned in Legacy. All of them have one thing in common---they promote some pretty unhealthy game play. Elves is a good deck without Glimpse and creature decks don't really work when someone has an Umezawa's Jitte. The risk of reprints here is lower on some cards than others but I think the chance they come off the banlist is tenuous at best.

Grade: F

Jace, the Mind Sculptor, Green Sun's Zenith, Stoneforge Mystic
These are some of the "fairest" cards on the ban list. I'm not going to defend any card as needing to come off the banlist but they all feel much closer to Wild Nacatl than Skullclamp. The original Modern banlist included all of these cards (except Green Sun's Zenith which got added a month later) and Ancestral Vision, Bitterblossom, Golgari Grave-Troll, Sword of the Meek, and Valakut, the Molten Pinnacle. Jace the Mind SculptorThe quality of newer cards allows for older banned cards to come off with more ease.

I firmly believe that Jace and Stoneforge being banned had a lot to do with the fact that they were banned in Standard two months prior to the announcement of Modern. At this point I'm not sure Jace is even actually better than Nahiri. I'm not arguing he isn't but rather that there is an argument to be made. Ultimately these cards have both been reprinted (two actually in the same set) and are played in Legacy. There's a world I could conceive of where after the GP Promo for Stoneforge Mystic and the two additional printings of Jace, the Mind Sculptor, they could be safely unbanned without causing a rift in Modern prices. I think it's safe to say there are more Jaces than Ancestral Visions and Vision is only $50. The short version is that I think they can and will consider unbanning these cards at some point. Both cards would react to an unbanning with steep price jumps, and neither is likely to lose much due to Legacy play.

Grade: B

Ponder, Preordain
Due to the fact that these are pretty widely played commons I don't think there is much to be gained even if they get unbanned. Much like artifact lands, you have much more to lose than gain by buying them.

Grade: F

Punishing Fire
This is a card that I think has a reasonable chance of becoming unbanned but which won't be the source of any real gains. The combo with Grove of the Burnwillows makes Grove the card that will see the most gains. Punishing FireThe supply of Punishing Fires will greatly outpace the available Groves so you're better off owning those than actual copies of Punishing Fire. If Grove of the Burnwillows got a Standard reprint, however, then I would consider buying Punishing Fire.

Grade: D

Second Sunrise, Sensei's Divining Top
Neither of these cards are banned for power, but because of time concerns. Eggs was a slow deck to win and had a large enough failure rate to make conceding a poor choice. Sensei's Divining Top takes a lot of time to play because of the constant card manipulation. It's almost worse than fetchlands. These cards are also abysmal for coverage. Neither has any business coming off the banlist.

Grade: F

Splinter Twin
I'll start out by saying I have some really sad foil Splinter Twins and Deceiver Exarchs in my long-term binder. I think there is a world where we get Twin back at some time. I don't know when and can't really expect a reprint before then. My advice is if you still own Twins, hold them. They're not worth selling but they're also not really worth buying.

Grade: D

Considering Risk in Your Modern Deck

The flip side of this is keeping an eye on cards at risk of being banned or reprinted. Obviously if you want to keep playing your favorite deck into the ground until they pry it from your cold dead hands, you might as well keep your cards. But if you have extra copies of these sitting around, or ones you don't expect to use any time soon, it's prudent to consider the risk of holding them.

A number of cards are on the radar for the banlist. Once again, this is not me making an argument that they should be banned but rather that they could be banned.

Simian Spirit GuideSimian Spirit Guide
This card functions very similarly to the banned Rite of Flame. It's very unique and not quite as abusable in multiples but there is a lot of risk in a $5 Planar Chaos common. To reiterate, there are no decks that play Simian Spirit Guide as a fair Magic card. They're trying to cheat on mana and execute a degenerate combo. Combo cards are at the highest risk of being banned. Many of the Spirit Guide decks (like Ad Nauseum) could become unplayable if it becomes banned---this puts additional risk on the rest of the cards in those decks.

Mox Opal
This card, much like Chrome Mox, allows you to generate extra mana on the first turn. It's legendary and requires metalcraft to activate but it's still really good. Mox Opal is very expensive as it's a mythic and it allows for some of the most unfair Affinity starts. Unlike the Spirit Guide, banning Mox Opal doesn't make Affinity unplayable, just slower. If Wizards of the Coast deems that Modern is moving too quickly, this is a card they are likely to look at.

Become Immense
Yeah, I know I talked about it as a reason that Blazing Shoal could become unbanned but the same logic applies in reverse. If Blazing Shoal continues to remain banned, why is Become Immense legal? Shoal and Become Immense are both playable in Legacy and those Infect decks choose to play Become Immense. Goryo's VengeanceIf the hoops to jump through to get Shoal working aren't worth it, is Become Immense just better? I would pay attention to the results of Death's Shadow Zoo and Infect to see if there may be more eyes on Become Immense. Due to the fact that it's pretty new and cheap it's unlikely to have a serious financial impact if banned.

Goryo's Vengeance
This is the last bastion of unfair cards that continue to survive the banned list update. There is a non-zero risk that this card is eventually deemed too problematic to continue to exist. It will probably involve printing a combat creature better than Emrakul, the Aeons Torn and Griselbrand, but with the way Magic is going that isn't impossible. This card is similar to Through the Breach but comes with a three-mana discount. I think that is enough to set them apart.

Bringing It Full Circle

I know it's no fun thinking about banning cards and it feels great wishing for unbannings, but at the end of the day you can mitigate a lot of risk by buying wisely. If you're stuck deciding whether to buy Burn or Bogles then it probably doesn't matter. But if you're debating between Ad Nauseum and Storm, then there's definitely some risk that your deck could become a banlist casualty. Tread carefully!

Next week I unfortunately won't have an article ready for you, as I've been very busy testing for the upcoming Pro Tour. So leave me a comment on what you'd like to read the following week, and wish me luck at the PT!

Insider: QS Cast #38: Moving Forward and PT Kaladesh

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Play

The QS Cast has returned and has now shuffled once again: Chaz Volpe, and Tarkan Dospil continue on with where the cast left off and in this episode they discuss the following:

  • Corbin Hosler has landed a new position with TCGPlayer. We wish him the best! At the same time, this means Corbin will no longer be a regular host on the show.
  • Pro Tour Kaladesh banter and considerations. No stone left unturned!
  • Interests
  • Revisiting Conspiracy: Take the Crown

We discussed the following cards for Pro Tour Kaladesh:


We also take a look back at Conspiracy: Take the Crown in the wake of Leovold, Emissary of Trest's price increase. We discussed Queen Marchesa, and Throne of the High City. We felt that Throne is likely a long-term consideration, but Queen Marchesa might be next in line after the other Commander Generals.

Recent MTGO League Results / Hareruya Results from Japan:

https://www.mtggoldfish.com/metagame/standard#paper

http://www.hareruyamtg.com/en/deck/search.aspx?format=Standard&date_format=Standard+-+BFZ_KLD&archetype=&releasedt_type=1&min_releasedt=2016%2F10%2F02&max_releasedt=&player=&name_je=&name_je_type=1&search.x=submit

As always, please comment and leave questions for us to address on the next cast! We will be making QS Insider questions a priority, and we want to know what you want covered.

Enjoy! We’re glad to be back.

Find us on Twitter: @ChazVMTG @the_tark

Role Assignment in Modern

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Many years ago, Mike Flores wrote an article titled "Who's the Beatdown?" and the theory contained within this piece has been referenced time and again for nearly two decades. If you want to be successful at competitive Magic, you have to understand how to assign your role in a given matchup. This is no less true in Modern.

savage-punch-cropped

The very first line in Flores' piece should resonate strongly with experienced Modern players: "The most common (yet subtle, yet disastrous) mistake I see in tournament Magic is the misassignment of who is the beatdown deck and who is the control deck in a similar deck vs. similar deck matchup." Similar deck vs. similar deck, eh? There is no shortage of examples of this in Modern, and in my experience it's quite common to see players misunderstand their role in aggressive mirrors. Many players are inclined to beatdown whenever possible, because intuitively it just makes sense for aggressive decks to be aggressive. There are also decks on the controlling side though, and there is no shortage of ways to incorrectly assign your role in a match of Modern.

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Assessing Fundamental Turns

The concept that will help you identify your role more than any other, is that of the fundamental turn---another concept from a classic Magic article, this one by Zvi Mowshowitz. Important questions to ask are what each player's fundamental turn is, the way in which each player attempts to slow the other down, and what the fundamental turns are adjusted for interaction. If their fundamental turn is realistically faster, that will almost always mean that you should play the control.Search for Tomorrow

To illustrate this point, let's take a pretty clear-cut matchup as an example. In the matchup between Infect and Valakut decks, Infect very clearly has a faster fundamental turn, and little in the way of meaningful interaction with the Valakut gameplan. Technically, both of these decks can kill on turn three. Valakut has access to the line of Search for Tomorrow, any two-mana ramp spell, and Through the Breach, but Infect is dramatically more likely to pull off a kill at this rate. Valakut decks are generally turn-four-to-five decks, and Infect is a turn-three-to-four deck.

Infect could in theory have access to a lot of cards that are quite powerful against Valakut, such as Spell Snare and Mana Leak, though these cards are generally reserved for controlling roles. Instead, Infect chooses to battle with Spell Pierce. Technically, you can Pierce a Breach and turn off the opposing nut draw, but the Pierces are really there to fight off the tools that the Valakut deck utilizes to slow Infect down, such as Lightning Bolt and Anger of the Gods. Flexibility is nice and all, but as the Infect player you need to identify what purpose the Spell Pierce is supposed to serve in your opening hand. Clearly you want to pivot if you need to counter a Breach, but for the most part it is a tool to facilitate your aggression. In most situations, if you are using your Pierce to counter a Farseek you are misunderstanding the fundamental nature of the matchup. They're already slower than you, and as such you only need to slow them down if they are actually threatening to win the game.

Knowing that you're playing a turn-three deck against a turn-four deck is a great place to start, though Magic is far from that easy. Once you can identify the fundamental turn of a given hand and feel out your opponent's fundamental turn from their early sequencing, then you'll really be on to something. Gitaxian ProbeThe truth is that most matchups aren't as clear-cut as Infect vs. Valakut. To tackle something from the opposite end of the spectrum, abstract knowledge won't get you very far when playing Burn vs. Death's Shadow Zoo. If you can't properly envision what the game looks like at least two turns out, you will be in serious trouble in that matchup.

As you both attempt to execute your game plan, you must ask how much you are enabling the other player. Should you pay life for that Gitaxian Probe? Am I supposed to cast Lava Spike this turn, or sandbag it to kill them from nine? The Probes will make the life of the Death's Shadow player a little easier, though in these high-context matchups you will need to constantly assess who's the beatdown on literally every turn of the game. Technically Burn is shoe-horned into a controlling role in an abstract sense given the relative explosiveness of Death's Shadow, but you'll never be great at Magic if you only assign your role once per game.

Assessing Mulligans

Mulliganing is among the more difficult skills for a player to refine, though it is easily one of the most important. In a format as fast as Modern, it's not uncommon to see a player lose the game on the spot when they incorrectly assess their opening hand. Let's take a look at three opening hands for Grixis Delver through the lens of three very different matchups: Jeskai, Jund, and Infect. Here's my current list:

Grixis Delver, by Ryan Overturf

Creatures

4 Delver of Secrets
4 Snapcaster Mage
3 Tasigur, the Golden Fang
1 Gurmag Angler
1 Vendilion Clique

Instants

1 Collective Brutality
1 Kolaghan's Command
4 Lightning Bolt
4 Mana Leak
1 Remand
4 Spell Snare
4 Terminate
4 Thought Scour

Sorceries

4 Serum Visions

Lands

2 Island
1 Mountain
1 Swamp
1 Spirebluff Canal
1 Blood Crypt
2 Bloodstained Mire
4 Polluted Delta
4 Scalding Tarn
2 Steam Vents
2 Watery Grave

Against all three of our opposing decks the Grixis Delver player should generally assume a controlling role, though it plays this role extremely differently in each matchups. While these three decks are all quite different, Grixis has ways to play similarly to all of them, which is what makes the assignment of your role as the Grixis Delver player quite complicated across the board. Against Infect you have to be extremely efficient, against Jund you have some time to mess around as long as you don't play right into a Liliana of the Veil, and against Jeskai the most important thing is really just making land drops for a while.

Let's check out some sample hands. Note that you sideboard differently against all of these decks, so these will all be game-one hands. It's not perfect, but it's illustrative.

Hand #1

grixis-delver-sample-hand-1

This hand simply won't cut it against Infect. You have one, maybe two Blighted Agents covered, but you are flat dead to Glistener Elf or Inkmoth Nexus without so much as a Serum Visions to help draw you out of it. Against Jund I could see this hand winning games. The games generally go long, though if they have a Thoughtseize they probably run you over. It's on the low side of hands, but it's not a non-starter. Against Jeskai though, this hand is kind of the nut. They're not going to just run a Nahiri into counter mana, and making land drops will allow you to effectively cast the spells you draw by the time you need to, which is generally pretty late in the game in this matchup.

Hand #2

grixis-delver-sample-hand-2

This hand is great against Infect and Jund. They are both, at their core, creature decks, so this hand has plenty of relevant interaction. You even have a Mana Leak for any Liliana woes! The Delver is flexible against Infect either to pressure them to play into your removal spells or to block their creatures. Against Jeskai though, this hand is going to struggle. Terminate is close to a mulligan, there's no guarantee that you even hit your third land drop, and your Delver is going to die. I think the hand is on the low side of keepable against Jeskai, though in that matchup you need to draw great to win while against the other two decks you could realistically brick for a while.

Hand #3

grixis-delver-sample-hand-3

For our last example, we have a hand that gives us the bare minimum that we need against Infect. You can interact with anything, though you can't really fight battles on the stack. There are enough tools to slow their plan down, but you're land-heavy and probably need to draw spells rather quickly. Against Jeskai, this hand has land drops, an answer to an opposing Snapcaster Mage, and a Snapcaster of its own, which is a solid place to be. This hand will struggle a bit against Jund though. A discard spell makes this hand fairly easy to dissect, and even without one, two Tarmogoyfs and/or a Liliana will put pressure on the top of your deck to deliver.

The Opposing Role

The role that the other player assumes, or wants to assume, is important here too. Infect is the beatdown, Jund is the beatdown, and Jeskai is also trying to assume the control. As you can see, when your opponent is trying to assume the role of the beatdown and you are trying to play the control, you have to be a lot more strict in the assessment of your opening hand with regard to their fundamental turn. Tarmogoyf cardJund doesn't necessarily kill very quickly, though it does present turn-two Tarmogoyf and turn-three Liliana to attempt to put Grixis Delver on the back foot early on. When both players are trying to assume the control, there is a tension in the matchup that revolves around who can do nothing longer. If they start casting counterable Nahiris, I can start using Snapcaster Mages to both react and apply pressure. If I start casting early Delvers, they can leverage their Snapcasters and Nahiris in much the same way.

Similarly, against Jund if I try to assume the role of the beatdown, they are allowed to leverage their cards in a much more relevant way against me. The more aggressive that I get with my Snapcaster Mages and Kolaghan's Commands, the more they're able to bury me with a Liliana or Kolaghan's Command of their own. Realistically, the role they want to assume is the control, but if I play correctly they are forced into being the beatdown. It's less pronounced than it is in the Jeskai matchup, though the same principle of not aggressively pushing your chips in and biding your time will be beneficial in this matchup. If you are effectively able to play the role that your opponent wants to play in a matchup, you will be fundamentally advantaged. Kolaghans CommandSimilar to the way that having a slower fundamental turn means that I can't be the aggro, if your deck is able to play a longer game than my deck I will be in trouble if I try to play the control.

Assessing opening hands for assuming the role of the beatdown is much easier, as a hand with a reasonable mana curve is generally keepable. What you'll want to be mindful of is what sorts of interaction your opponent is likely to have that could mess up your role. For example, Infect is generally going to be the aggressor, but a hand with a clock and some answers to disruption that's reliant on a Noble Hierarch surviving---because it's a one-lander, say---isn't going to cut it against the Lightning Bolt decks of the format.

Leveraging Incidental Value

The best cards for being flexible in your role do two things for the price of one. Think cards like Searing Blaze, Countersquall, and Kitchen Finks. An interactive spell that damages the opponent is great whether you're the beatdown or the control, and a well-sized creature that countersquallgains life and has a sticky ability is likewise solid at executing both controlling and aggressive gameplans.

The mistake that players will commonly make with access to these cards is valuing one of the facets of the card too highly. It's true that Kitchen Finks is a great blocker against Burn, but it's important to know when it's correct to shove. If your Burn opponent has just been casting spells and hasn't been committing creatures, you should be worried about dying on the stack. Playing around Goblin Guide is generally smart, but you'll also have to recognize when you need to prioritize removing your opponent from the game.

The improper sideboarding that I see with Delver strategies is completely heinous. Sometimes you are the beatdown when Countersquall is in your deck, but the fact that it shocks your opponent does not mean that you can keep Delvers in against URx control decks. It's a counter with upside, not a burn spell with upside. Don't get distracted by one side of a card that can fulfill multiple roles---take advantage of the entire textbox.

Sideboarding with Your Role in Mind

There are a ton of "hoser" cards available in Modern, offering players the opportunity to incorrectly assign themselves as the control and throw away matches on the deck registration sheet. I frequently find myself discussing incorrect sideboarding from Burn players. The volume of one-dimensional cards in the deck mean it's almost always the beatdown, yet almost every sideboard I see Burn players register biases towards a controlling role where it is simply wrong to do so.

rest in peaceI have never been convinced that a Burn player with Rest in Peace in their sideboard is doing it right. When I think of the graveyard decks in the format that demand hate, Dredge and Goryo's Vengeance are what come to mind. Against Dredge RiP doesn't work for a couple reasons. The first is that they can often recur multiple creatures from their graveyard on turn two, and indeed the deck mulligans to hands that are capable of this whenever possible. The other is that Burn is just advantaged with regard to the fundamental turn, and realistically the only games that Dredge is winning before that point involve hands that go under Rest in Peace in the first place!

Goryo's Vengeance is a messier matter, as the deck threatens to win the game on turn three. The problem here is that you can expect your Goryo's opponent to just Through the Breach you, which makes your Rest in Peace a mulligan, and theoretically one that cost you the game by pushing back your fundamental turn! With few exceptions, Burn should just sideboard cards that deal damage. Deflecting Palm is a more potent tool against these decks, though another one to be wary of. Even with Palm, you're not the control deck. One Palm doesn't necessarily win the game, given their discard spells and counters, and drawing multiple Palms will also be akin to mulliganing with regard to executing your beatdown plan. I like one Palm as a gotcha card, though really you just have to be the beatdown for the best chance of winning, and I have never been convinced that more than one copy in your 75 could possibly be correct.

memniteAnother common sideboarding mistake I see is from newer Affinity players. Affinity will usually be facing down some manner of hate card that it needs to counter-sideboard against, but the worst thing you can do as an Affinity player is over-sideboard. Your list should be mapped to bring in approximately three cards in any given matchup, because there is no way that your Signal Pest/Memnite deck is going to be playing the control very often. You bring in enough stuff so that your opening hand is either just a nut Affinity opener or a hand with one piece of solid disruption. Sideboarding too much makes it more likely to fan out a controlling opener that topdecks Ornithopters.

The better you understand your role in sideboarded games, the better you'll be able to construct your sideboard. Nearly every player who complains that Modern as a format taxes sideboards too heavily isn't executing the principles in this piece well. A well-built Modern sideboard is something of a unicorn, and I believe that the knowledge necessary to fix these mismanaged sideboards has been available in a 17-year-old article all along.

Back to Basics

Mastering Modern is a matter of knowing your role, knowing the tools necessary to execute your role, and constructing a 75 that facilitates this execution. Magic has changed a great deal since the writing of "Who's the Beatdown?" though many of the fundamentals have remained the same. And there's no substitute for good fundamentals.

Thanks for reading.

-Ryan Overturf
@RyanOverdrive on Twitter

Insider: MTGO Market Report for October 12th, 2016

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Welcome to the MTGO Market Report as compiled by Matthew Lewis. The report will cover a range of topics, including a summary of set prices and price changes for redeemable sets, a look at the major trends in various constructed formats, and a "Trade of the Week" section that highlights a particular speculative strategy with an example and accompanying explanation.

As always, speculators should take into account their own budget, risk tolerance and current portfolio before buying or selling any digital objects. Questions will be answered and can be sent via private message or posted in the article comments.

Redemption

Below are the total set prices for all redeemable sets on MTGO. All prices are current as of October 11th, 2016. The TCG Low and TCG Mid prices are the sum of each set’s individual card prices on TCG Player, either the low price or the mid price respectively. Note that sets of Theros (THS) are out of stock in the store, so this set is no longer redeemable.

All MTGO set prices this week are taken from Goatbot’s website, and all weekly changes are now calculated relative to Goatbot’s ‘Full Set’ prices from the previous week. All monthly changes are also relative to the previous month prices, taken from Goatbot’s website at that time. Occasionally ‘Full Set’ prices are not available, and so estimated set prices are used instead.

oct11

Flashback Draft of the Week

Flashback drafts are on hiatus until the end of the month. Look for triple Innistrad (ISD) drafts just in time for Halloween.

Standard

Kaladesh (KLD) hits the board this week, clocking in at a price of 130 tix for a full set. With Pro Tour Kaladesh coming up this weekend, look for some wild price movements on cards from this set.

It's safe to say that Smuggler's Copter is a known quantity at this point as it's the most expensive card in the set at over 13 tix. But a card like Verdurous Gearhulk might see a price jump as demand from players hits constrained supply this weekend. Notably though, they introduced two extra days of prerelease events so supply will not be as constrained as in the past.

There were big movements in the price of the other Standard sets this week. Both Oath of the Gatewatch (OGW) and Battle for Zendikar (BFZ) were up over 10%, recovering from the dip they experienced with the release of KLD.

Speculation about what the new Standard metagame will look like is driving prices right now, with notable movements in Gideon, Ally of Zendikar, Kalitas, Traitor of Ghet and Kozilek's Return all back over the 20 tix mark. Special mention should be given to Part the Waterveil from BFZ as it was featured in Saffron Olive's latest budget deck. Supplies are tight on this card as a result and the price hasn't finished settling down yet.

Special mention should be made of the junk mythic rares from BFZ. Omnath, Locus of Rage, Akoum Firebird and Sire of Stagnation all hit 0.05 tix on Goatbots this past week. That is an extremely low price for a mythic rare from a redeemable set, particularly a large set. For long-term speculators who don't mind sitting on these cards for a number of months, these were priced to move.

When BFZ rotates out of Standard in 2017, value will flow from the most expensive cards as Standard players sell off the cards they no longer need. With redemption providing a price floor, the value will flow into the bottleneck of redemption in mythic rares. At that time, cards like these three will inevitably climb in price to 0.2 tix and greater. A similar effect has been occurring in the mythic rares from Magic Origins (ORI) in the past month.

Eldritch Moon (EMN) saw some price gains as well, particularly in two of the top mythic rares. Grim Flayer has powered into the 13-14 tix range while Emrakul, the Promised End is not far behind. On the other hand, Liliana, the Last Hope has stuck in the 25-to-26 tix range after briefly going above 27 tix last week. Shadows over Innistrad (SOI) was the one Standard set to show a large price drop this week as it goes below 50 tix for the first time.

Modern

With Dragons of Tarkir (DTK) and Magic Origins (ORI) leaving Standard, these sets went on sale this week and saw price drops of 17% and 20% respectively. Speculators and players alike who are looking for Modern cards to speculate on should be targeting cards from these two sets this week.

Another big drop was observed elsewhere in the price of Khans of Tarkir (KTK). Although this set rotated out of Standard in the spring, it went out of stock for redemption in the Magic Online Store. This caused a massive 32% drop in the price of the set. Once redemption ends, the value of an MTGO set drops substantially.

In this case, it looks like the set has now been restocked, so the market should recover as redeemers take advantage of these low prices. The redemption cutoff date is not until May 31, 2017, but it looks quite likely that the number of sets available for redemption is rapidly dwindling. If prices recover, don't be left with extra KTK cards in your collection.

The impact of Treasure Chests is still reverberating through the MTGO economy and this week's casualty is the price of Cavern of Souls. This Modern staple is off more than 50% from its recent peak and now sits at 21 tix. With triple Avacyn Restored (AVR) draft coming in the flashback queues on top of prizes from Treasure Chests, the market is being very pessimistic about this card.

Standard Boosters

With the end of KLD prerelease events, the draft queues and limited leagues are now taking boosters for entry. This has meant the price of KLD boosters has recovered from under 3 tix to 3.2 tix.

The new equilibrium price is around 3.3 tix, so we are close to reaching a maximum, although going over the equilibrium price has been known to happen. Speculators should be looking to sell any boosters that they picked up in the past week. Holding onto these over the long term is a recipe for turning a profit into a loss.

Trade of the Week

As usual, the portfolio is available at this link. With KLD prerelease leagues in full swing, the price of SOI and EMN boosters dropped to an all-time low, so I decided to take a small position in these. Here's my rationale.

The price of a booster is typically based on two things: the expected value of the contents of the booster and the popularity of the draft format. The price of a booster almost always exceeds the expected value of the content of the booster. This holds true in both paper and digital.

The popularity of a draft format matters when there is a choice of formats. In the case of SOI and EMN, it's the only Standard draft format available now, since they have removed the BFZ and OGW queues. Here's a look at the price of Standard boosters and their expected values, as taken from Goatbots.

ev

One thing that sticks out: KLD has the lowest Price-to-Expected Value (EV) ratio. As the newest set, KLD is in high demand from drafters, so the price represents a very high draft value. Contrast that with an OGW booster, that is priced very closely to the expected value of the contents. Since OGW is no longer draftable, it's draft value is zero.

With this in mind, SOI and EMN boosters were briefly priced below that of BFZ and OGW boosters. This didn't seem correct to me. If we ignore the expected value of the boosters, the market was saying that the draft value of SOI and EMN was less than zero. Given that cards from SOI and EMN are both at peak supply on MTGO, I'm willing to bet that the price of these sets will rise, and thus the expected value of the contents of a booster will rise too. I'm also willing to bet that players will seek to draft these sets once they get their fill of KLD.

Add it all up, and it looked like the market had priced EMN and SOI boosters at an extreme discount. I will look to sell these boosters as we get closer to the winter.

Stock Watch- Electrostatic Pummeler

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Energy is a pretty slick new mechanic, and it didn't take long for savvy players to pick up on the fact that it's just a fancy way to cheat on mana. I've seen plenty of absurd Whirler Virtuoso draft decks already, and that's not where energy shenanigans end. Aetherworks Marvel is turning heads in constructed, and Electrostatic Pummeler has surfaced as a possible sleeper from the set.

There was an error retrieving a chart for Electrostatic Pummeler

There was a lot of hype around Voltaic Brawler when it was first spoiled, though now it's looking like the Gruul aggro deck is less of a blunt beatdown deck and more of a combo deck that exploits energy. Brawler is definitely a feature, though Larger than Life and Uncaged Fury have been the real bread winners in the decks that have been floating around. Electrostatic Pummeler plays the role of a card that can easily be out of burn range incidentally from energy that you pick up from other sources and then can punch through for 20, 40, even 80 trample damage with a Larger than Life! Other notables from these decks are Blossoming Defense to give your combo creature hexproof and Bristling Hydra for more resilience against removal-heavy decks.

Electrostatic Pummeler was bought out yesterday from its former bulk price, though you may be able to find some cheap copies at your LGS or if you scour the internet. The inflated price will definitely stick temporarily should this deck be successful at the Pro Tour this weekend. Another card to pay attention to is the aforementioned Bristling Hydra, which has appeared essential to the Pummeler decks from what I have observed of them.

There was an error retrieving a chart for Bristling Hydra

Almost Coptering Out: Searching for a Home

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The start of every spoiler season brings the promise of a shakeup in Modern. Whether it's Jund players speculating on Bloodbraid Elf (again), a new mechanic showing promise, or a single powerful-looking card, the Modern community always goes berserk trying to fit new cards into the format. And within a week of release most of that chatter has died off when it turns out that Wizards' Standard design philosophy doesn't mesh with Modern's efficiency. Occasionally though, something slips through. Something worth examining more closely.

smugglers-copter-banner-cropped

If you're living under a rock or are better at ignoring Standard then I am, you may not know that Smuggler's Copter is a good card. The only Standard event of appreciable size so far featured 32 Copters out of 32 possible in the Top 8. It's an amazing card, despite the format's youth. This has led many to speculate that it's Modern-playable as well. Some have even tried it. From what I've seen, it has been disappointing. This is not a knock on the card, because the potential is there. It hasn't found its home yet. Copter will never be format-defining as it (might) be in Standard, but it could be a good role player.

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What is Smuggler's Copter?

smugglers-copterAs I always do, let's begin by examining the card in question in a vacuum. While Copter may look like an artifact creature with an odd border, and a very good creature at that, it actually isn't. It's a new card type called a vehicle. As the name implies, you (sort of) place creatures into it and they make it go (that sounded better in my head). To do that you crew the vehicle, tapping creatures with power equal to or greater than the crew number. In other words, when you cast Smuggler's Copter you are casting a two-mana artifact that says Crew 1. Unplayable.

Until you shove a one-power creature in there to pilot the thing, that is. Suddenly, you have a 3/3 flier that lets you loot whenever you attack or block. That is a card worth looking at. Cheap fliers are very good. 3/3's for two are good. And it's a colorless artifact. Together, those stats indicate that we have a very potent card on our hands (and that Wizards may be underestimating the new mechanic. Again). Add in the option to loot and this card looks insane.

What deck can run this? It has to have creatures, and they need to be worse than a 3/3 flying looter. If not, why would you stick them in the Copter? Therefore it needs to be reasonably aggressive. Not necessarily an aggro deck, but the slower the deck, the bigger the creatures that can be run and therefore the less need for the Copter. Graveyard synergy would be a plus, but it isn't necessary. Any deck can benefit from looting, whether by mitigating land flood or screw, or enhancing the chances of seeing their best cards. On the surface, it looks like Smuggler's Copter fits everywhere.

The Obvious Starting Point

Most of the buzz and discussion, especially initially, was about Copter in Affinity. It's an artifact, it's a creature. Made sense.

OrnithopterExcept it really doesn't. Affinity is a pile of enablers for some incredibly powerful cards, chiefly Arcbound Ravager and Cranial Plating. A creature wearing a Plating is much better than one in a helicopter...somehow? (I don't think we're supposed to look too closely at the "reality" of such things, to be honest.) Feeding useless artifacts to Ravager is also quite good. Copter doesn't really contribute to that game plan.

The second problem is crewing. A 3/3 is better than an 0/1 or 0/2, but neither Signal Pest not Ornithopter can crew it without help. Realistically the only creature that you want to crew Copter with is Memnite and occasionally Ravager. Those aren't great odds of getting airborne.

The other problem is that Copter doesn't really help Affinity by improving a strength or reducing a weakness. It's just as vulnerable to artifact destruction as the rest of the deck and is shut down by Stony Silence. Affinity almost never wins long games and dumps its hand quickly, so improving draws into the late game is pretty irrelevant. This is not the home you're looking for.

More Than Theory

This is not just theory on my part. I may not be an Affinity player personally, but I regularly play against a number of them. They all agreed that Copter added nothing to Affinity's best draws, but they also noted that (depending on what you take out) it also doesn't really hurt you. It's an artifact, it attacks, it feeds Plating and Ravager. Not great, but also not bad.

One player did try it out and he confirmed that it's very meh in Affinity. When he crewed the thing it was pretty good, but given the choice between crewing and doing anything else with a creature he never crewed. The opportunities to do so were few, and the times when it wasn't better to just attack with that creature and Signal Pest or Plating were fewer. It's not bad when the ground stalls and all you have is Memnite, but it's not good enough to become a staple.

Remember the brewing rules:

  • If you're making a new deck, it has to be better than an existing deck or be actually unique.
  • If you're adding new cards to a deck, they must actually improve it.

As far as Affinity is concerned, Smuggler's Copter just doesn't cut it. It doesn't do anything that Affinity can take advantage of, or that it doesn't already do.

Finding a Home

If you want to play Smuggler's Copter in Modern, and given its early performance in Standard I imagine many do, we need to find the right home. Two avenues jump out at me. The first involves improving your creatures. This would effectively turn Copter into a piece of equipment. The second is as an enabler for graveyard synergy and madness, intending to leverage the looting ability.

Take to the Skies

If we use Copter as a creature buff, it makes no sense to try it in synergy deck. There's just nothing to cut from those decks. Merfolk and Elves need their namesake creatures to function and don't have much room for anything extraneous. The fact that Copter has no synergy in such decks is devastating. Yes, a 3/3 flier is better than Llanowar Elves in a race, but it doesn't benefit from Elvish Archdruid or Ezuri, Renegade Leader, or buff Nykthos, Shrine to Nyx. It is also a blank for Chord of Calling and Collected Company. They just don't need the lift.

Elvish ArchdruidFrankly, we're looking for a Standard-style deck, and the first one to come to mind is Eldrazi. Its creatures are individually good but don't synergize to build an overwhelming board advantage, just like most Standard decks. The problem there is that the creatures that have power are all better than Copter. I doubt that looting is better than just attacking with your Thought-Knot Seer, and it's definitely not better than Reality Smasher. While it's technically better than an Eldrazi Spawn, you weren't planning on attacking with them in the first place (unless it's for the win). I don't think it fits.

When I think of a deck that needs to improve its creatures, I think of Death and Taxes. As good as the disruptive creatures are, they're just not very impressive as beatsticks. In the past I've tried to include Honor of the Pure, Glorious Anthem, and equipment to fix this problem and it never quite worked. The anthem buff just wasn't enough to power through a stalled ground and they were fairly irrelevant where evasion creatures were concerned. DnT also has situationally dead cards that you'd be happy to loot away, namely extra Thalia's and Aether Vials.

Copters and Taxes

Creatures

4 Thraben Inspector
4 Leonin Arbiter
4 Thalia, Guardian of Thraben
4 Flickerwisp
3 Blade Splicer
3 Kitchen Finks
4 Restoration Angel

Artifacts

4 Aether Vial
4 Smuggler's Copter

Instants

4 Path to Exile

Lands

4 Ghost Quarter
4 Tectonic Edge
2 Mutavault
12 Plains

Is this deck good? No clue, I just made it up and haven't tested it yet. That said, allowing Thalia to do something positive on a stalled board doesn't seem bad. There are a lot of fair decks that struggle against fliers and adding more to the deck isn't the worst way to get more wins.

Past attempts to make equipment like the Swords of X and Y work in DnT haven't been too effective thanks to Abrupt Decay and the steep cost of equipping. They're just not that efficient against removal-heavy decks, which is where DnT really needs them. Copter is better because there is no mana cost to crew. You're no less vulnerable to creature removal than before, but now you have mana available to do something else on your turn. That alone makes vehicles attractive.

To the 'Yard

In terms of enabling graveyard strategies, Copter probably isn't worth it. Dredge has better options and combo decks don't have the creatures. However, we might get somewhere by using Copter to set up delve spells or Snapcaster Mage. Thought Scour is almost certainly better though.

Young PyromancerHonestly, my initial thoughts regarding Copter didn't center around DnT, but rather tokens. BW Tokens and Young Pyromancer decks both make creatures that are worse than Copter and have a lot of dead draws that they'd like to loot away. Tokens has a lot of synergy elements that don't gel with Copter, but Pyromancer decks do want to dig for cards, utilize evasion, and stock their graveyards.

Pyromancer decks frequently don't care how small their tokens are, intending to run the opponent over with numbers. In that sense Copter is superfluous. However, Pyromancer decks need to keep their spells flowing and would really like a good looter. Some decks have previously run Jace, Vryn's Prodigy in that role, though he's never really excelled. He flips very quickly and I personally was never impressed with Jace, Telepath Unbound. Of course, thinking along those lines leads naturally to Grixis Delver. Since we have an expert on this site, I'll leave it to him for a judgment of worth (Ryan, thoughts?). Grixis Midrange/Control uses looters more often but they're not likely to want to crew a Copter.

To the Value

I think it's far more likely that a deck that wants an aggressive looter wants a looter that attacks, not one that enables the graveyard. Such a deck wants to smooth its draws, find specific cards, and attack. Yes, I know this screams Delver but I'm actually thinking of Jeskai and UR rather than Grixis. The Grixis decks need a large volume of cards in their graveyard and aren't picky, meaning Thought Scour will always be better there. The other Delver builds like having spells in hand and Snapcaster fodder more than random cards in the graveyard and are less likely to play Scour.

Jeskai in particular seems like a good candidate. It needs a boost more than other Delver shells and can utilize value looting the most. Jeskai's problem has usually been that it occupied a weird space in the metagame. It isn't as focused and stable as UR Delver, while it lacks the power of Grixis's delve creatures or Temur's Tarmogoyf. The main reasons to go with Jeskai are Geist of Saint Traft, Restoration Angel, and Path to Exile. Path is fine, but Resto has the problem of being a four-drop and Geist is very situational. Against control and combo he's excellent but creature decks just laugh. Giving the ghost a ride makes him less worthless against creatures, and also lets you cycle extra copies while digging for the lands to play Resto. You can also get use from Delver of Secrets when he stubbornly refuses to embrace his insectile destiny.

Jeskai Copter Delver

Creatures

4 Delver of Secrets
4 Snapcaster Mage
2 Restoration Angel
3 Geist of Saint Traft

Artifacts

4 Smuggler's Copter

Instants

4 Lightning Bolt
3 Lightning Helix
3 Remand
2 Spell Snare
3 Path to Exile

Sorceries

4 Serum Visions
2 Forked Bolt

Lands

4 Scalding Tarn
4 Flooded Strand
2 Arid Mesa
2 Steam Vents
1 Sacred Foundry
1 Hallowed Fountain
2 Island
1 Plains
3 Spirebluff Canal

Is this deck better than Grixis Delver? Don't know. In goldfishing I did like the additional reach and consistency Copter granted. I don't know if this is a good Delver list, but it is a good Copter home.

To the Crash

If Smuggler's Copter isn't going to pan out in Affinity, it may yet pan out in Modern. It is a powerful card that could fit anywhere, even if we haven't found that place yet. I will definitely be trying out the DnT list soon, so stay tuned. There's an equal chance that I'll crash and explode as lap the field.

Stock Watch- Leovold, Emissary of Trest

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This week, copies of Leovold, Emissary of Trest started disappearing off the internet. The card was just above $10, and is currently in the $20+ range.

There was an error retrieving a chart for Leovold, Emissary of Trest

The card is undoubtedly powerful in Commander, and is arguably fringe Legacy playable. With all of the summer releases, it's looking like supply of the mythic rare only available in Conspiracy: Take the Crown has been kept relatively low.

I'm curious to see where the price of Leovold goes from here. Notably, Conspiracy: Take the Crown packs will be in print for some time, though it's unclear how many packs are still being opened. With cards spiking and a lot of sought after cards in the set, you can definitely expect sealed product to be farmed if the EV is there.

When it comes to cards that are played as Commanders, it's important to remember that it can be quite difficult to move off a large supply of a given card. There's really not much of a reason for anybody to own multiple copies, and that makes the demand much easier to satisfy. Notably, foils have something like a 5x multiplier currently, so the card is definitely making waves.

Leovold is most certainly not a buy at the new price, and what I'm more interested in is tracking the EV of Conspiracy: Take the Crown product.

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Ryan Overturf

Ryan has been playing Magic since Legions and playing competitively since Lorwyn. While he fancies himself a Legacy specialist, you'll always find him with strong opinions on every constructed format.

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Insider: Cards to Watch for at Pro Tour Kaladesh

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As I sit here in an airport in Atlanta waiting to fly back to Detroit, I can't help but feel an extreme sense of eagerness to get back on a plane in a few days and fly to paradise: Pro Tour Kaladesh (also, Hawaii...). I decided to hit up Grand Prix Atlanta to get a crash course in Limited in advance of Honolulu, but honestly, the Standard portion is the most daunting. There is so much information to decipher and very little time to do it in.

There was an error retrieving a chart for Time Warp

I've got plans to playtest nonstop until the event begins on Friday, and I've not even 100% settled on a deck yet! There are so many deck options and so little time to tune them all. I feel fortunate to be playing a format where there are lots of choices rather than only a few reasonable ones. It is always fun to be playing on a Pro Tour where the format is mysterious rather than solved.

At a Pro Tour, there are always some cards that spike as the best players show everybody else how to "cast spells the cool way." Today, I'd like to take a stab at what a few of those cards may ultimately be. As always, I will be specifically looking at cards that I think have a reasonable shot of making money as a result of a Pro Tour spike. So, I'm not really looking at whether or not the card has Modern appeal, Legacy applicability, etc., but rather at cards that I think have a chance of becoming very hot specifically as a result of PT play.

There was an error retrieving a chart for Aetherflux Reservoir

This card seems like a very powerful finisher for an unfair combo deck. Whether or not such a deck is capable of a breakout performance is yet to be seen...

There was an error retrieving a chart for Paradoxical Outcome

There is no doubt that if Aetherflux Reservoir has a break out performance, there is a high chance that Paradoxical Outcome will also be involved. The ability to bounce a bunch of cheap (or free!) artifacts to generate massive amounts of "storm" and card draw is a scary thought!

The biggest question is whether or not such a deck will be able to fight through the amount of artifact hate that will undoubtedly be there. Still, cards like Dispel and Negate are in the format and could lend a post-sideboard hand in the equation. Both of these cards are still dirt cheap—so it could be a nice time to jump in if you think they will hit at the PT.

In particular, Paradoxical Outcome is a card that I am 100% certain has Vintage appeal and playability, so snatching up premium versions now is likely a wise move. Not that this has anything to do with the Pro Tour—but it is still useful to think about.

There was an error retrieving a chart for Aetherworks Marvel

Aetherworks Marvel is a combo waiting to happen. I've seen lots of different builds of the deck and think it has an outside shot of being the breakout deck of the event.

The ability to fire off the Marvel on the fourth turn and cast an Emrakul, the Promised End or Ulamog, the Ceaseless Hunger is pretty messed up. There are not many decks capable of fighting back against those unfair beats!

I also love the fact that, aside from permission, nothing really stops the Aetherworks Marvel from "firing the cannon" when it comes into play. Play. Shoot. Win. This is unlike Aetherflux Reservoir, which probably requires its pilot to untap with it in play to win (making it vulnerable for one turn). For this reason, the Marvel deck can sort of ignore Disenchant effects to some extent.

I've also noticed that this card has been kind of dodgy to find at stores, which means that perhaps more than a few people are buying them up in preparation of the Pro Tour!

There was an error retrieving a chart for Smuggler's Copter

But wait! Didn't Smuggler's Copter already have a breakout event last weekend?

Indeed. However, I think that Copter is actually a unique card in that it is a format- and game-defining card. Wizards doesn't typically make cards this powerful, and there is a chance that Copter becomes one of the "premium threats" in all of Magic for years to come.

I mean, the card is a two-mana Phantom Monster that can go into a deck of any combination of colors. It loots in combat, and due to being a vehicle, can't be hit by Wrath of God effects or by sorcery-speed removal. There is a chance this card peaks after the Pro Tour—especially if the best players either A) don't find a way to beat it, or B) just give in and admit it is unbeatable.

(I'm probably playing this card in Vintage at Eternal Weekend—so, the Eternal and Modern reach of this spell is very, very real).

Copter could easily be a gainer post-Honolulu. It is possibly the most powerful card in Standard, and if everybody determines that they need to jump in the pilot's seat at the same time, copies could be tough to get a hold of!

There was an error retrieving a chart for Fevered Visions

Fevered Visions has been calmly, casually ticking up in price for six months, and I could see it breaking into the next realm very soon. The card is very good and also very cool. I love cards that have both Constructed and casual appeal. At the very least, it is a great sideboard card against a control deck, as it ensures you draw more cheap threats than they can play clunky answers. At best, it is a defining element of a UR Burn deck.

The card is really tough to find in my local game store community, which tells me something about the demand, at least locally. UR Thermo-Alchemist is a deck that frequently shoots up in popularity and then kind of fades away. It makes sense to me that Copter would be really good in this kind of a deck, which is maybe a reason to be looking at the other non-Copter cards that are a little outside of the box.

There was an error retrieving a chart for Mindwrack Demon

I've heard a lot of murmurings from people playing on the Pro Tour that Golgari Delirium is what they are gravitating toward playing. People love their midrange aggro decks, and if the deck has a good match up against RW Thopters, there is a high chance that the deck has a big showing in Hawaii. I've had multiple people tell me that they are loving Mindwrack Demon in their more aggressive builds, and so I think the card has a shot at being kind of a breakout star at the event.

I was actually really surprised that the card didn't pick up steam already. I have put it into several decks and have always been very impressed by the gigantic, flying body that also instantly turns on delirium. I have high hopes for Mindwrack Demon in Hawaii.

I was also told by a dealer friend that the card had been selling out all weekend long, which is not insignificant.

There was an error retrieving a chart for Grim Flayer

If Golgari Delirium seems to be something people are really interested in, I think Grim Flayer has a shot at being an even more expensive card. People might be willing to pay more than they usually would for a Standard card because it is also a Modern card, but I also think that Flayer might just have a very high level of Standard demand. Most people don't really own a ton of Eldritch Moon cards for some reason, and there could be a big run on the card if it sees success at the Pro Tour. It also doesn't hurt that BGx midrange is an archetype that pretty much every Magic player alive can (and often actively wants) to pilot.

I've also noticed a trend that it appears to be sold out pretty much everywhere. So, you do the math on that...

In a dedicated Golgari Delirium shell, a card like Grim Flayer really is just a Tarmogoyf—which is what every threat aspires to be in every Golgari control deck ever. While it is certainly true to say you could do a lot worse... in this case, we may not be able to do any better.


Well, I am super excited to head off to Hawaii. It is a big event for me, as I haven't played on a Pro Tour in quite a while. I'm not sure what deck I'll be playing—but hopefully it will be something that I'm very enthusiastic to play! Be sure to keep up on all the action at the Pro Tour, especially to the price spikes. I'll be tweeting and Facebooking about my tournament online, so be sure to follow me if you don't already for updates and information live from Honolulu: @briandemars1.

Wish me luck!

 

Deck Overview- Standard Azorius Flash

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For the week one Open of Kaladesh Standard, Jeff Hoogland showed up with a spicy Jeskai Flash brew. There was a lot to like about his build, though elements of the deck, such as the inclusion of two mana 2/1s, appeared to be on the cute side.

Jeskai Flash

Creatures

1 Torrential Gearhulk
4 Rattlechains
4 Selfless Spirit
4 Spell Queller
4 Archangel Avacyn

Spells

4 Stasis Snare
4 Glimmer of Genius
4 Harnessed Lightning
4 Revolutionary Rebuff
1 Fumigate

Lands

2 Island
1 Mountain
4 Plains
3 Aether Hub
2 Evolving Wilds
3 Inspiring Vantage
1 Needle Spires
2 Port Town
4 Prairie Stream
4 Wandering Fumarole

Sideboard

2 Blessed Alliance
3 Ceremonious Rejection
2 Galvanic Bombardment
2 Negate
2 Summary Dismissal
2 Jace, Unraveler of Secrets
2 Fumigate

The flash game plan is strong, though the inclusion of only one Torrential Gearhulk the rather low average spell quality leaves something to be desired. I really like the direction that JRAFFE took the deck and managed a 5-0 League finish with:

Azorius Flash

Creatures

3 Archangel Avacyn
4 Spell Queller
4 Torrential Gearhulk

Spells

3 Anticipate
3 Blessed Alliance
4 Glimmer of Genius
3 Immolating Glare
1 Negate
2 Revolutionary Rebuff
2 Skywhaler's Shot
4 Void Shatter
2 Stasis Snare

Lands

6 Island
4 Meandering River
5 Plains
4 Port Town
4 Prairie Stream
2 Westvale Abbey

Sideboard

1 Blessed Alliance
3 Negate
3 Fragmentize
2 Fumigate
4 Gideon, Ally of Zendikar
2 Summary Dismissal

The game plan is simple- you load up on good two and three mana spells and count on Torrential Gearhulk to do the heavy lifting to scale into the late game. Blessed Alliance does a great job of being action on turn two that scales well on its own, and also drives this game plan. Once you get board parity, Void Shatter maintains it, and then Torrential Gearhulk serves as a giant Mystic Snake. Draining Welk once say constructed play, and it had to counter a spell to matter.

There was an error retrieving a chart for Torrential Gearhulk

I believe that this deck has staying power due to both the generic power of the maindeck, and the ability to lean on Gideon, Ally of Zendikar when just playing draw go doesn't quite do it. I think that Torrential Gearhulk is appropriately priced at about $8 currently, though this is definitely a deck that I would have in my Standard gauntlet.

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